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Stellos
Novice Member
Joined: 9/15/06
If you're going to stick it out there, don't be afraid if you get it cut off. |
9/02/11 4:08:29 PM#121
I think it's interesting, but people would be quiting right and left out of frusteration and therefore a bad ploy for the game. It just wouldn't fly, but it is definately getting closer to how it should be. |
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9/02/11 4:15:05 PM#122
Originally posted by Lynxeyed The point is that paying per death is just as stupid of an idea as hourly rates used to be, and for the same exact reason. Back in the early days of online gaming, hourly rates died when straight subs came along. These days, anyone who tried to charge players per death would see their CSR and Billing departments quit en masse and their players leave in droves. Why would anyone pay $1 every time they died when there are plenty of games out there which don't charge them at all? Also, you're dreaming if you think the devs would share the money with you. ROFL. Not gonna happen. They'd need the money to make up for all the revenue they're going to lose when people leave their game in droves. |
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9/02/11 10:03:17 PM#123
Originally posted by Lidane Imagine this, in the market today with competition from monthly sub games and all these F2P games, there exist one superb game so good to enough gamers that they can maintain an hourly rate option, what does it mean? Either that the hourly rate is very low, like those game cards, and hence cater to the very occasional casual gamer, using stored value cards Or the hourly rate is high, but more than offset by a superb superb godly game. Either way, it is ok for me. Too bad we have yet to see a game fitting criterion 2. |
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9/02/11 10:52:21 PM#124
Originally posted by LisXia You're not getting it. The hourly rate isn't going to happen. Ever. I don't give a damn what kind of game you're talking about or how good this mythical, imaginary game would be. NOT. GOING. TO. HAPPEN. The biggest games in the world right now are either subscription based, or F2P with a cash shop. Hourly rates for an MMO died back when EverQuest launched. NO ONE is going to be stupid enough to pay by the hour anymore. They haven't done it since 1999, and they're not going to start doing it again now. An MMO charging players real money for each death will never happen either, and for two reasons: 1) it's a f--king stupid idea on its face that would only be done if a developer deliberately wants their business to fail, and 2) because of all the F2P + cash shop games, and a B2P game like Guild Wars. Why in the hell would ANYONE be stupid enough to pay an extra fee for each death when they can just buy a copy of Guild Wars at their local game shop and never pay an extra dime no matter how many times they died? |
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Moaky07
Advanced Member
Joined: 2/24/07
MMO sandbox games are as exciting as watching paint dry. |
9/03/11 12:43:18 AM#125
Originally posted by Corehaven This is different from the way FFA PVP sandboxes currently work? Asking Devs to make AAA sandbox titles is like trying to get fine dining on a McDonalds dollar menu budget. |
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9/03/11 1:35:34 AM#126
As many posters before have said, if you include:
Free to Play X Free Death every 24 hours, (Lets say you can revive 3 times for free every 24 hours, and the 24 hours countdown starts on your 4th death) Able to select respawn points (to avoid corpse campers, or to escape from powerful monsters that you encountered by accident) Discount Death for raid content (lets say you pay $0.25 per death in raids) PVP arena that gives you $0.50 per win, and if you won the whole thing, you win the pot amount. (You still pay $1.00 if you die. The pot amount is $1.50 x Number of Players fighting) And a auto-cap that gives you unlimited revive if you've spent X amount. (Say the cap is $15.00, and if you've spent that much, you get free revives until the end of the month)
Then yeah, it could work. The good thing about this is if you are used to spending $15.00 a month, it won't make a difference to you. If you don't play as much, you pay less for it. If you are extremely good at playing the game, you are rewarded for it. Its a no-lose situation for players who are used to the subscription model, and its a win-win situation for casual and pro players. |
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9/04/11 2:55:12 PM#127
Originally posted by Lynxeyed In a game designed to get you killed, and the game MUST get you killed to survive, you will end up dieing as much as they think they can squeeze out of the player base. It's like F2P but worse. |
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9/04/11 5:24:10 PM#128
How about games that are HARDER TO PLAY instead of keeping them easy and kicking people in the nuts for making a mistake? |
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9/04/11 5:35:15 PM#129
Originally posted by Lidane hourly rate is the preferred business model of the asian p2p market. and last time I checked, its several orders of magniteude bigger than the western market.
so you might wanna reword your post to include a wee bit of factual data and common sense...or not... |
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9/04/11 9:48:49 PM#130
Originally posted by Sagasaint The Asian market, sure. Why? Because they have internet cafes, which never took off here in the States as a serious business model, and which is where most Asian gamers do their gaming. So no, I'm not going to re-word a damn thing. Hourly rates don't work here in the United States. NO ONE is going to be stupid enough to pay an hourly rate to play an MMO, since nearly all gamers here in the States do their gaming at home. We don't even pay hourly rates for itnernet access anymore. Why would anyone here seriously pay hourly to play a game? |
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Comaf
Elite Member
Joined: 7/13/10
I want an mmorpg where pvp matters, my enemies are not my race or class, and community matters. |
9/04/11 9:53:03 PM#131
Originally posted by precious328 Dude! lmao that's fecken brilliant! Anyone else reading this? Though, doesn't that mean only rich folks will play?> lol
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9/04/11 9:55:44 PM#132
Humorous idea. How about $1 per death up to a maximum of $15 per month like the current model. That way if you're good or play it safe you can get off cheap...but if you're reckless you're still only paying $15 per month. But you still get as many lives as you want. |
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9/04/11 9:58:52 PM#133
This would be horrible because there are more losers than winners, always, in every game ever played, ... there are more losers..and less winners. The gaming industry started to realise this with FPS like UT and Quake, after a while people got tired of being killed all the time, so they made lobbies with difficulty, there were clans, difficulty settings, etc. WoW realised this too, so they made everyone winners. This is the OPPOSITE, paying if you get killed is horrible, it would drive off players in droves, because each time another loser leaves, someone else takes it's place and leaves too.
The whole concept is flawed and destined to fail from the start. |
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9/04/11 10:18:24 PM#134
You will need a max cap of say $20 a month or it will discourage people from even playing the game. How much WoW could a WoWhater hate, if a WoWhater could hate WoW? |
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9/05/11 7:38:45 AM#135
Originally posted by xKingdomx Except that would mean that a player has 20 lives per month in a game. Why would anyone deliberately play that game? Pay X Company $20 a month to play an MMO where they have 20 lives for the entire month, or pay Blizzard, SOE, CCP, Square Enix, NCSoft, etc. $15 a month for unlimited lives? Pay money at all, or buy a copy of Guild Wars and have all the lives you need at no extra charge? Paying per death will never work. There are too many options with set subscription fees or F2P models to make charging people for each death a recipe for instant failure. |
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9/05/11 7:47:01 AM#136
i think rift is fairly hard,it start smooth,has a nice curve but if you are inclined for a challenge do it at the proper level(no cheating guys,quest say 20 you do it at lvl 20,not 32) you will find your self hard pressed,i met some elite quest like THE PRINCE PAL.trust me that achievement and probably many other like it arent easy to get.there probably are lot of way harder quest line since i havent tried the harder dungeon and all. as for this idea,of making the game free to play for real with paying if you die,i still think it is a great idea all things being = if a person use the cash store to buy enhancement item they couldnt gank the player using the pay if you die system.cause lets face it,if one went in cash shop and was allowed to gank nobody would play the game,everybody want to have fun yes but in a fair manner.you cant make your game fair(cs anyone)then dont release it!but i still say if the game is fair paying for res is a good idea if the game is free!yes it would probably means the game would be harder to beat,how many thread are there on this forum complaining about game being too easy?thousand?hundred of thousand? this would sove a big part of it!would it be the only feature?hell no.it would be a choice,if you took this option(selectable before starting the game)you would have to be with other using the same feature,so if you pvped and died all the other pvper would also be guys or girl paying to res,this way all would be = and fairly fair.like i say it would be another option.and would be a lot easier to implement for programmer then the actual f2p we got in the past .hell even game not meant to be f2p play could implement this! |
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9/05/11 8:43:58 AM#137
Originally posted by Lidane I think what he means is you only pay $20 maximum per month but you still get as many 'lives' as you want. |
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9/05/11 8:46:12 AM#138
lmao, i would stop playing at death # 10. never gonna work. |
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9/05/11 9:01:52 AM#139
Just is needed see Allods die for use a system like this. |
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9/05/11 7:53:10 PM#140
Originally posted by Lidane I mean that at the end of the month, the company will charge you according to the number of your deaths, whatever the amount of death will be, adding up to a total, which total will cap at $20, or even just $15, so players know that by playing smarter, they can save themselves money. But then again, why would devs do this when most players are stupid and continously pumping $15 a month to them? How much WoW could a WoWhater hate, if a WoWhater could hate WoW? |
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